Forge Beta: 04-25-2014 ver 1.5.17
by mtgrares
Moderators: timmermac, Agetian, friarsol, Blacksmith, KrazyTheFox, CCGHQ Admins
Re: Forge Beta: 04-25-2014 ver 1.5.17
by Marek14 » 16 May 2014, 13:25
I'm a bit puzzled by Selvala's ability.
The rules say:
As for Nacatl War-Pride, attack and block enforcement abilities are pretty nasty. Theoretically, the best way to make legal block is to check all possible blocking assignments and verify which ones break the least number of conditions. I'm not sure how much Forge implements here (for example, if I attack with a creature with two Lures and creature with one Lure, are all creatures forced to block the two-Lure one?).
I tried coming up with various systems that would allow correct decisions through adding attackers or blockers one by one, but it was never perfect. A basic rule of thumb for Nacatl War-Pride is that if you can add a blocker to Nacatl War-Pride with no blockers you have to do so, you can only add second blocker if you satisfy at least one extra condition by doing so, and if there are already two or more, you can add more at no penalty, but of course it's more complex than that...
The rules say:
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605.1a An activated ability is a mana ability if it meets three criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability.
As for Nacatl War-Pride, attack and block enforcement abilities are pretty nasty. Theoretically, the best way to make legal block is to check all possible blocking assignments and verify which ones break the least number of conditions. I'm not sure how much Forge implements here (for example, if I attack with a creature with two Lures and creature with one Lure, are all creatures forced to block the two-Lure one?).
I tried coming up with various systems that would allow correct decisions through adding attackers or blockers one by one, but it was never perfect. A basic rule of thumb for Nacatl War-Pride is that if you can add a blocker to Nacatl War-Pride with no blockers you have to do so, you can only add second blocker if you satisfy at least one extra condition by doing so, and if there are already two or more, you can add more at no penalty, but of course it's more complex than that...
Re: Forge Beta: 04-25-2014 ver 1.5.17
by friarsol » 16 May 2014, 14:14
Hard to speculate during just spoiler season. Maybe something about the Parley keyword ability makes it specifically not a mana ability?Marek14 wrote:I'm a bit puzzled by Selvala's ability.
The rules say:Selvala's ability doesn't have a target, isn't a loyalty ability and can add mana. But it has a problem that you don't know how much mana (if any) you'll get when it resolves. Other cards with this problem, like Charmed Pendant or Rhystic Cave have limitation that the ability can be only used when you could cast an instant to prevent players from announcing a spell and then attempting to pay for it with an unreliable source of mana. But Selvala is missing that line...
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605.1a An activated ability is a mana ability if it meets three criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability.
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by Marek14 » 16 May 2014, 14:50
No, Parley is in italics, so it's an ability word.friarsol wrote:Hard to speculate during just spoiler season. Maybe something about the Parley keyword ability makes it specifically not a mana ability?Marek14 wrote:I'm a bit puzzled by Selvala's ability.
The rules say:Selvala's ability doesn't have a target, isn't a loyalty ability and can add mana. But it has a problem that you don't know how much mana (if any) you'll get when it resolves. Other cards with this problem, like Charmed Pendant or Rhystic Cave have limitation that the ability can be only used when you could cast an instant to prevent players from announcing a spell and then attempting to pay for it with an unreliable source of mana. But Selvala is missing that line...
- Code: Select all
605.1a An activated ability is a mana ability if it meets three criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability.
Re: Forge Beta: 04-25-2014 ver 1.5.17
by Xyx » 16 May 2014, 16:03
Description: I was observing a game between two AIs. The error message popped up but the game kept going. When the game was over, I clicked Continue and then Next Game. From then on, the cards on the battlefield were invisible. Had to restart Forge.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.17-r25620
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_55 Oracle Corporation
java.lang.NullPointerException
at forge.view.arcane.PlayArea$CardStack.add(PlayArea.java:758)
at forge.view.arcane.PlayArea$CardStack.add(PlayArea.java:759)
at forge.view.arcane.PlayArea$CardStackRow.addAll(PlayArea.java:680)
at forge.view.arcane.PlayArea$CardStackRow.<init>(PlayArea.java:670)
at forge.view.arcane.PlayArea.doLayout(PlayArea.java:203)
at forge.view.arcane.PlayArea.recalculateCardPanels(PlayArea.java:568)
at forge.view.arcane.PlayArea.setupPlayZone(PlayArea.java:525)
at forge.screens.match.CMatchUI.updateZones(CMatchUI.java:347)
at forge.GuiDesktop.updateZones(GuiDesktop.java:349)
at forge.control.FControlGameEventHandler$8.run(FControlGameEventHandler.java:166)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Re: Forge Beta: 04-25-2014 ver 1.5.17
by Jaedayr » 16 May 2014, 21:35
Enchanted Evening crashed the game when the AI tried to play it. I got an empty "report a crash" window and closing that window causes it to open again. Playing against Hans Solo.
Re: Forge Beta: 04-25-2014 ver 1.5.17
by swordshine » 17 May 2014, 01:24
Matt says in Twitter "@gdholtby The you rollback, Selvala's mana is still in your pool and you've drawn a card. This situation already happens with existing cards."Marek14 wrote:I'm a bit puzzled by Selvala's ability.
The rules say:Selvala's ability doesn't have a target, isn't a loyalty ability and can add mana. But it has a problem that you don't know how much mana (if any) you'll get when it resolves. Other cards with this problem, like Charmed Pendant or Rhystic Cave have limitation that the ability can be only used when you could cast an instant to prevent players from announcing a spell and then attempting to pay for it with an unreliable source of mana. But Selvala is missing that line...
- Code: Select all
605.1a An activated ability is a mana ability if it meets three criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability.
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by sublockdown » 17 May 2014, 05:09
Description: [Playing with this hydra deck I got offline. Gyre Sage on the field, untapped. An Overgrown Tomb, Mountain, and Forest tapped. In my hand I have Gyre Sage, another Gyre Sage, a Putrefy, and a Kalonian Hydra. I just cast Domri Rade and activated it's +1, which showed me Exava, Rakdos Blood Witch. The deck is based around the Kalonian Hydra, and I think that is where the problem is. It was like this in 1.5.15 (i updated it to see if that was the problem, it wasnt)]
- UncheckedExecutionException | Open
- Code: Select all
Forge Version: 1.5.17-r25620
Operating System: Linux 3.2.0-58-generic i386
Java Version: 1.7.0_51 Oracle Corporation
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2014-05-17-00.txt- Crash Report
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by Marek14 » 17 May 2014, 06:28
Attended Knight produces default Soldier token.
Re: Forge Beta: 04-25-2014 ver 1.5.17
by SecretCaveman » 17 May 2014, 13:31
Just a short question: In quest mode, is the percentage for completion of sets in the spell shop the percentage of cards of the set I own one of, or the percentage of playsets of all cards?
so, for example, if it says I own 50% of Born of the Gods (which has 165 unique cards), does that mean I have at least one copy of ~83 different Born of the Gods cards? Or does it mean I have about 330 cards of those needed to complete the full Born of the Gods playset?
so, for example, if it says I own 50% of Born of the Gods (which has 165 unique cards), does that mean I have at least one copy of ~83 different Born of the Gods cards? Or does it mean I have about 330 cards of those needed to complete the full Born of the Gods playset?
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by timmermac » 17 May 2014, 16:57
I believe that means that you have at least one copy of 82 or 83 different BNG cards.SecretCaveman wrote:Just a short question: In quest mode, is the percentage for completion of sets in the spell shop the percentage of cards of the set I own one of, or the percentage of playsets of all cards?
so, for example, if it says I own 50% of Born of the Gods (which has 165 unique cards), does that mean I have at least one copy of ~83 different Born of the Gods cards? Or does it mean I have about 330 cards of those needed to complete the full Born of the Gods playset?
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Forge Beta: 04-25-2014 ver 1.5.17
by Midori » 17 May 2014, 20:51
A problem with Sudden Disappearance (but it could also apply to any effect, that returns several permanents at once).
The cards appear to not return all at once but one at a time in order in wich they originally entered the battlefield. While this doesn't bother ETB triggers, Auras won't wait for all permanents to be returned before i'm prompted to reattach them.
The cards appear to not return all at once but one at a time in order in wich they originally entered the battlefield. While this doesn't bother ETB triggers, Auras won't wait for all permanents to be returned before i'm prompted to reattach them.
Re: Forge Beta: 04-25-2014 ver 1.5.17
by gos » 17 May 2014, 21:18
. Soul Collector 's ability triggered even though it was face-down.
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by gos » 17 May 2014, 22:59
Clarification: Soul Collector 's ability triggers when it's face-down if it dies at the same time.gos wrote:. Soul Collector 's ability triggered even though it was face-down.
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by Bundy » 18 May 2014, 16:11
I play Humility and Moat. Then i cast Elspeth, Sun's Champion and create an emblem. I still can't attack because my creatures do not get flying. When i play Akroma's Memorial after i play humility my creatures get flying. Is this a bug with the emblem of Elspeth, or do emblems work different?
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by Marek14 » 18 May 2014, 17:47
The ability of Rampaging Baloths should be optional.
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